MFZ Archetype Archive

Role: The Hammer and Anvil work as a team. The Hammer drives the opponent before it placing spots for the more heavily armed Anvil.Namer: Joshua A.C. Newman.

Assault: One Direct Fire attachment, one Defensive attachment, and one Movement attachment. (2Rd/1B/1G/2W)Loadout (3 systems):Role: A front-line, standard combat mech. It can take 25% less damage than the Soldier as it has one less attachment.Assault, Armored: One Direct Fire attachment, two Defensive attachments, and one Movement attachments. (2Rd/2B/1G/2W)Loadout (4 systems):Role: A sturdier version of the Assault archetype.

Assault, Fast: One Direct Fire attachment, one Defensive attachment, and two Movement attachments. (2Rd/1B/2G/2W)Loadout (4 systems):Role: A quick moving version of the Assault archetype. It should be used in a manner similar to the Swarmer.AKA: Harrier.Assault, Heavy: Two Direct Fire attachments, one Defensive attachment, and one Movement attachment. (2Rd+d8/1B/1G/2W)Loadout (4 systems): Role: Designed to follow the Closer into battle. Carrying double Direct Fire to improve its chances of hitting, while using Movement and Defense to improve survivability.Artillerist: Two Artillery attachments and two Defensive attachments. (2Ra+d8/2B/2W)Loadout (4 systems): Role:
He doesn't move fast and he doesn't have to. The only time you'll
really move this archetype is at the start of the game when he hunkers
down behind some cover in a nice shooting position. You'll use his White
dice for Defense or Offense, maybe a little of both depending on the
situation. When you get good rolls from your primary Red and Blue dice
you can toss a Spot on an opponent's mech that's out in the open. You'll
want a spotter for this one, to get those really high attack rolls.Binary: One Artillery attachment, one Defensive attachment, one Spotting attachment, and one Movement attachment. (2Ra/1B/1Y/1G/2W)Loadout (4 systems):Role: The Artillery version of the Soldier. This
mech works best in pairs. Stage each mech (Direct Fire +1) units apart
from each other. This allows each mech to spot for the other as they
work their way through the battle field.Brawler: Two Hand-to-Hand attachments, two Defensive attachments, and one free Movement attachment for having no Ranged weapons. (2Rh+d8/2B/1Gd8/2W)Loadout (4 systems): Role: This mech has the speed to get to enemy stations, the power to force defenders off them, and the toughness to stay on them until the job is done. For my money, this is the best station-grabbing mech in the game.Namer: Mechatonic.Charger: One Direct Fire attachment,
One Hand-to-Hand attachment, one Defensive attachment, and one Movement
attachment. (2Rd/2Rh/1B/1G/2W)Loadout (4 systems): Role:
Like many other designs in MFZ, this is a front line combatant. I
originally conceived of this Archetype as the "samurai". He has a Yumi (2Rd), a Katana (2Rh), armor (1B), and a horse (1G). Tactically you use this mech like the Closer, ditching systems as you take damage while making your way to your opponent's Station. Unlike the Closer, you can ditch the systems in the order you want -- rather than in the specific order dictated for the Closer.

Closer: One Direct Fire attachment, two Hand-to-Hand attachments, and one Defensive attachment. (2Rd/2Rh+d8/1B/2W)

Loadout (4 systems):

Role:
This is the first mech you place if you're the Primary Attacker. He
starts outside the Defender's perimeter and rushes in to take an
Objective. He has enough armor to survive for a little while and the
Direct Fire Weapon can be ditched to soak damage as well. After the DF
Weapon is ditched he gains a Green d8 for movement which allows him to
close at high speed and use the two Hand-to-Hand Weapons.

Commando: One Hand-to-Hand attachment, one Defensive attachment, and two Spotting attachments.

Loadout (4 systems):

Role: Use this frame for station grabbing (aided by that d8 for movement), taking out squishy targets in compromising positions with the melee system, and for setting up your heavy hitters for success with a big fat spot to maximize potential damage dice.Namer: MittenNinja.

Delegator: One Artillery attachment, one Defensive attachment, and two Spotting attachments.

Loadout (4 systems):

Role:Influence the flow of battle from a distance. This frame can be activated early to force another player to take their turn in a different order than they may have planned. Then, follow up with a large spot to set up a good target for you or anyone else. Use it to defuse spot chaining against your forward units if possible, or to force enemy artillery to go before they have the pick of the field and whatever spots are left on it.

Role: The Hammer and Anvil work as a team. The Hammer drives the opponent before it placing spots for the more heavily armed Anvil.

Namer: Joshua A.C. Newman.

Missile Monkey: No attachments.Loadout (0 systems):Role:Single Shot Rockets on an otherwise un-armed frame doesn't negate the free Green d8 for having no ranged weapons. So slap a handful of SSRs on an empty Frame then go to town! If you're looking to get a better PPA score but need more activations then this archetype is a bold choice. Sprint this Frame from cover to cover and use a SSR when you can. If you run out of SSRs then use it to hold a Station.Mobile Cannon: Two Artillery attachments, one Defensive attachment, and one Movement attachment.

Loadout (4 systems):Role:This is the guy you want taking advantage of the spots your other guys are laying down. Two artillery systems give him the maximum potential for attack rolls with a possible 8 and being able to target pretty much anything on the table. This is the guy you want to hang back in a nice cover filled position shooting at targets that have big spots on them, and/or low defense.Namer: MittenNinja.

Moving Wall:
Two Defensive attachments, two Movement attachments, and one free
Movement attachment for having no Ranged weapons. (2B/2G+d8/2W)Loadout (4 systems):Role: Walking cover. Could possibly sprint into HtH range and fight hand-to-hand using White dice.

Recon-by-Fire: Two Artillery attachments, and two Spotting attachments. (2Ra+d8/2Y/2W)Loadout (4 systems): Role: This design can reach out and touch most of the table -- in one way or the other. Camp it out in a shooting blind at the beginning of the game and start wreaking havoc.Namer: Malcolm Craig.Shield Maiden: Two Defensive attachments. (2B/1Gd8/2W)Loadout (2 systems):Role: A lightweight version of the Moving Wall.Namer: Nik May.Shoot & Scoot: Two Direct Fire attachments, two Movement attachments. (2Rd+d8/2M/2W)Loadout (4 systems):Role: Carries the weaponry the Moving Wall cannot. Hit and run. Shoot fast, shoot hard, and run from cover to cover. AKA: Mobile Gun.Sniper: One Artillery attachment, one Defensive attachment, and one Movement attachment. (2Ra/1B/1G/2W)

Loadout (3 systems): Role:
Take it up on top of the nearest piece of terrain to rain shots onto
the battlefield. He moves around to get the best use of cover and range.
He also has an open slot to use however you see fit for the coming
battle.

Soldier: One Direct Fire attachment, one Defensive attachment, one Spotting attachment, and one Movement attachment. (2Rd/1B/1Y/1G/2W)Loadout (4 systems): Role:
This is the design with the most basic loadout. It does everything, but
nothing well. These should be filler units in your army.Namer: Ced23Ric or Mechatonic.

Improved Soldier: With the addition of one SSR, the Soldier now has an upgraded punch.

Super Soldier: The Super Soldier should be a frontline striker, using his two SSRs on opposing mechs with big, juicy Spot numbers.

Mega-Soldier: You can use the Mega-Soldier's three SSRs one
at a time to give it an extended punch. Or, you can use them all at once
to make sure that dangerous opposing Frame gets hit hard and stays down.

Role: Much akin to the Commando, this guy will help maximize your damage output all over the table with his two spotting systems. The difference with him though, is since he is using ranged weapons he wont have quite the durability or mobility of the Commando.Namer: MittenNinja.Spotter: Two Spotting attachments, and one free Movement attachment for having no Ranged weapons. (2Y/1Gd8/2W)

Loadout (2 systems):

Role: A risky design, and possibly not very good. It’s got speed to stay out of too much trouble, and two spot dice makes a good result much more likely. It’s got great initiative too, to make sure you get the best chance to use its spotting. Whether it’s worth a whole mech worth of not shooting, I’m not sure.

Namer: Mechatonic.

Spotter, Armored: One Defensive Attachment, two Spotting attachments, one free Movement attachment for having no Ranged weapons. (1B/2Y/1Gd8/2W)

Loadout (3 systems):

Role: This guy has one role; putting those big juicy yellows on the most opportune targets the opponent has. The Blue die enhances survivability. Even still, keep this guy in cover, he has no weapons.

Role: This Archetype is designed to augment a squad of Soldiers.
It can spot for a detached unit, or even take over spotting for a
bunch of mechs that have dropped their Spotting to damage. It's a
fighty Spotting mech.

Role:
This mech stays on the outskirts of the battlefield, shelling
vulnerable targets or ganging up with everyone else. Meanwhile, you’re
using that movement die to threaten undefended stations, and to keep out
of range of enemy units. In the end stages of the game, don’t be afraid
to let them under your guns if it means grabbing a station.Namer: Mechatonic.

Swarmer: Two Hand-to-Hand attachments,
one Defensive attachment, one Spotting attachment, and one free Movement
attachment for having no Ranged weapons. (2Rh+d8/1B/1Y/1Gd8/2W)Loadout (4 systems): Role: Like the name suggests, use these in swarms of four or more. Gang up on a
single target, each unit attacking and spotting for the next one in
line. It relies on the higher damage rate of HtH -- 4 or better on the damage roll as opposed to 5 or 6, depending on cover, for ranged weapons -- and successive Spots to chew through individual mechs in the opposing force.Namer: Joshua A.C. Newman.

Tank: Two Direct Fire attachments, two Defensive attachments. (2Rd+d8/2B/2W)Loadout (4 systems): Role: He's not particularly fast but, he takes a beating and dishes one out. He fills the role of a line trooper, neither the specialist nor a leader. This guy holds the middle of the field, slowly moving forward while preventing any of your opponent's troops from getting closer to your Station.

Role: When you're looking for the punch of a Tank archetype but need one less Attachment to change your Initiative Point total.

Watchtower: Two Defensive attachments, two Spotting attachments, and one free Movement attachment for having no Ranged weapons. (2B/2Y/1Gd8/2W)Loadout (4 systems):Role:
This is a multipurpose design. It can be cover and spotter for
artillery. It can also be fast moving cover so HtH specialists can move
up in areas with sparse cover. When the two defense dice get blown it
can still run around spotting. Or, if you need cover more than spot, it
can lose several systems and still be good cover.Namer: majincob.LEGEND(Icons designed by Soren Roberts.) = 1d6 Red die, Hand-to-Hand = 1d8 Red die, Hand-to-Hand = 1d6 Red die, Direct Fire = 1d8 Red die, Direct Fire = 1d6 Red die, Artillery = 1d8 Red die, Artillery = Single Shot Rocket (1d8 Direct Fire) = 1d6 Blue die = 1d6 Yellow die = 1d6 Green die = 1d8 Green die = 1d6 White die